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NAME

       Menu, MenuItem, MenuBar, PopupMenu, PulldownMenu, PullrightMenu - menus

SYNOPSIS

       #include <InterViews/menu.h>

DESCRIPTION

       N.B.:  This  Menu  class is completely different from the Menu class in version 2.5.  No attempt has been
       made to be compatible, as this class and its subclasses are more powerful and  easier  to  use  than  the
       original class.

       Menu  is  a subclass of Control that contains a scene of other controls, called its body.  When a menu is
       opened, it inserts the body into the world with a drop shadow.  The appearance  of  the  menu  itself  is
       defined  by  its  interactor  component.   For example, a menu in a menu bar might appear as ``File'' and
       insert a pulldown menu with commands such as ``Save'' when opened.

       MenuItem is a subclass of Control for defining the leaves of a menu hierarchy.  Normally, an  application
       will  derive  a  command  class  from MenuItem and implement the virtual function Do as appropriate.  One
       technique is to pass the Command an application object and pointer to member function;  the  Do  function
       calls the member function on the application object.

       PopupMenu,  PulldownMenu,  and  PullrightMenu  are  subclasses  of Menu that implement a common styles of
       menus.  MenuBar is a subclass of HBox that manages the control state associated  with  a  set  of  menus.
       PopupMenu  has  no  appearance;  it is opened explicitly in response to an input event.  PulldownMenu and
       PullrightMenu open the menu body below and to the right of the menu, respectively.  These classes make it
       possible to use menus in an application without creating or passing control states explicitly.

PUBLIC OPERATIONS

       Menu::Menu(Interactor*)
              Construct a new menu.

       Menu::~Menu()
              The destructor deletes the menu body in addition to its appearance component.

       virtual void Menu::Include(Control*)
              Add  an item to the menu.  If no scene is specified, Menu will create a vbox and insert items into
              it.

       virtual void Menu::Popup(Event&)
              Insert the body into the world centered around the  coordinates  associated  with  the  event  and
              activate  the  controls  in  the  body.   The menu is removed from the world when the controls are
              deactivated (normally when a button is released).

       void Menu::SetBody(Interactor*)
       Interactor* Menu::GetBody()
       void Menu::SetAlign(Alignment)
       Alignment Menu::GetAlign()
       void Menu::SetDepth(int)
       int GetDepth()
       void Menu::SetBodyState(ControlState*)
       ControlState* Menu::GetBodyState()
       void Menu::SetScene(Scene*)
       Scene* Menu::GetScene()
              Set or get attributes of the menu.  The depth of a menu is the number  of  pixels  separating  the
              body and the drop shadow.

       Coord Menu::InsertX()
       Coord Menu::InsertY()
              Return the coordinates where the menu's body was last inserted into the world.

       MenuItem::MenuItem(Interactor*)
       MenuItem::MenuItem(const char* str, Alignment = Left)
              Construct  a  new  menu  item.   The second constructor defines the appearance of the item to be a
              message containing the text in str.

       PulldownMenu::PulldownMenu(Interactor*)
       PulldownMenu::PulldownMenu(const char* str)
       PullrightMenu::PullrightMenu(Interactor*)
       PullrightMenu::PullrightMenu(const char* str)
              Construct a new pulldown or pullright menu.  The second constructor defines the appearance of  the
              menu to be a message containing the text in str.

       PopupMenu::PopupMenu()
              Construct a new popup menu.

       MenuBar::MenuBar()
              Construct a new menu bar.

       virtual void MenuBar::Include(Control*)
              Add  a  control  to  a  menu  bar.  In addition to inserting the control into the bar's hbox, this
              operation attaches the control to the bar's control state.

SEE ALSO

       Control(3I), Event(3I)